What you write is (mostly) incorrect.
What it says in the document is correct.
You can test this yourself by using RoomShaker to place guards with certain skills, and then opening these levels with apoplexy.
RoomShaker's 1-10 is apoplexy's 0-9.

Just a small thing to mention:
- Apoplexy type 9 is Roomshaker type 9, not 10. Numbers in the PDF aside, I did recall there is a consistent blocking-attacking chain with the default Jaffar and he rarely improper blocks.
- Apoplexy type 8 (the passive non-attacking guard) is unavailable in Roomshaker, and thus, not 9.
- Apoplexy type b is Roomshaker type 10. Behaviour-wise it is a combination of the Fat Guard & Apoplexy type 6.
- Apoplexy type a is not in Roomshaker. This is the "worst" but most fearsome guard type as he is similar to the SNES Jaffar, and the only way of defeating him is to block, then a short delay and attack (still not sure of the technique's name). Examples I've seen are in robert's The Tricky Tower and princeomkar's Guard Revolt.

Norbert wrote:What you write is (mostly) incorrect.
What it says in the document is correct.
You can test this yourself by using RoomShaker to place guards with certain skills, and then opening these levels with apoplexy.
RoomShaker's 1-10 is apoplexy's 0-9.

Apologies, Norbert. Actually I got confused as I was testing out both editors, but for RS I've always used "Guard Here".
So it means the document refers to RS "Change Skill".

Alright so I found recently this post and its been a very long time since i've touched this game but I like to tinker and experiment things.
Your post has been very helpful.
I've been trying to adjust guard AI by tweaking their values accordingly and I know what they do after some testing:
Strike = Probability the guard will strike immediatly when the player is closing the distance or is in range.
restrike= Probability to strike directly after a successful parry.
Block = Probability to block the first attack from the player.
Impblock = Probability to reblock if the player successfully engaged a duel.
adv = probability to advance ( agressivness )
refrac = frames to hold when hit.

I working on a little mod and I have some rather balanced difficulty progression going on so im sharing an little sneak peak:
In the video I test all the guards up to the amazone ( who kills me). You can see the increasing level of skills.https://youtu.be/F-NhEJw6heQ

I have a request however, I want to know how i can extract the prince's sprites for modification, what tool i need to use to open the SFC and to repack it ( If such a tool exists).